Fulmiknight is a LIGHT Union focused build with a massive LP focused motif, in which it can very drastically change warp both player's LP in the act. its Monster core for the most part comprises of cards who greatly enhance a single Monster in the act of creating an extremely powerful single Monster, which can dish out brutal amounts of damage in one single strike. However, most of its boosting abilities are bound to one condition, It will reset any damage it dealt to the opponent, by healing both players by that amount, then immediately move to the End Step, thusly, battles involving it will seal the Battle Phase.

Its Spell/Trap support aims to further advance your plays by compensating for what would be very hefty LP costs, by making you gain LP, or resources. Some even go further by strongly rewarding you for putting your LP on the line.

The deck is exclusively aimed towards OTK plays, as it can very easily brace its one executor Monster with massive ATK bumps, and by the fact it can deal damage only once, and only deal true, lethal damage at that. Being so prone to toy with its own LP makes it an extremely risky deck, though the end result might just pay off.

Fulmiknight Commander - Gladius[Machine/Union/Effect]You can use one effect of "Fulmiknight Commander - Gladius" per turn and only once that turn. you can activate one of these effects by paying 2000 LP OR, half your LP instead to activate it as a Quick Effect:• Target 1 "Fulmiknight" Monster you control, Equip this card from your Hand and 1 "Fulmiknight" Monster from your Deck with a higher ATK or DEF than that target to it.• Special Summon this card from your Hand or GY and if you do, Equip as many Union cards and Monster you control to it as possible.• Immediately after this effect resolves, perform a Fusion Summon, using Monsters you control or in your Hand OR, Equip Cards in your Spell/Trap zone, including this card as Materials.ATK/0 DEF/0

Fulmiknight Ram - Partisan[Machine/Union/Effect]You can use one effect of "Fulmiknight Ram - Partisan" per turn and only once that turn. If you paid 2600 or more LP this turn OR, 2 or more Monsters have been Summoned from the Hand this turn, you can activate one of these effects as a Quick Effect:• Target 1 Monster you control, Equip this card to that Monster (From your Hand OR, by paying 2600, from your GY).• Special Summon this Equip card and if you do, Equip as many Union cards you control to it as possible.• Discard this card and pay 2600 LP; Send a number of LIGHT Monster from your Deck to the GY up to each 2000 LP you paid this turn.while equipped to a Monster, that Monster gains 2600 ATK, also if it attacks a Defense Position Monster, it inflicts doubled piercing damange. If it inflicts damage to your opponent this way: Increase both player's LP by that amount, then move to the End Step.ATK/2600 DEF/0

Fulmiknight Canopy - Pavise[Machine/Union/Effect]You can use one effect of "Fulmiknight Ram - Partisan" per turn and only once that turn. If you paid 2700 or more LP this turn OR, if a card or effect activated as Chain Link 2 or Higher this turn, you can activate one of these effects as a Quick Effect:• Target 1 Monster you control, Equip this card to that Monster (From your Hand OR, by paying 2700, from your GY).• Special Summon this Equip card and if you do, Equip as many Union cards you control to it as possible.• Discard this card and pay 2700 LP; Add 1 Level 5 or higher Union Monster from your Deck or GY to your Hand.while equipped to a Monster, that Monster gains 2700 DEF, it cannot be Destroyed by battle or by effects. After Damage Calculation in which that Monster battles: Increase both player's LP by any damage your opponent took this turn, also move to the End Step.ATK/0 DEF/2700

Fulmiknight Arbalist - Leonais[Machine/Union/Effect]You can use one effect of "Fulmiknight Ram - Partisan" per turn and only once that turn. If you paid 2300 or more LP this turn OR, During your Draw Phase, before you Draw, you can activate one of these effects as a Quick Effect:• Target 1 Monster you control, Equip this card to that Monster (From your Hand OR, by paying 2300, from your GY).• Special Summon this Equip card and if you do, Equip as many Union cards you control to it as possible.• Discard this card and pay 2300 LP; Draw 2 cards, then place 2 cards from your Hand on top of your Deck.while equipped to a Monster, that Monster gains 2300 DEF. While you control only 1 Monster while this card is face-up, it cannot be targeted for attacks or by effects, but does not prevent your opponent from attacking directly, also both players may only attack once per turn.ATK/0 DEF/2300

Fulmiknight Fascine - Labrys[Machine/Union/Effect]You can use one effect of "Fulmiknight Ram - Partisan" per turn and only once that turn. If you paid 2400 or more LP this turn OR, If a player activates a Spell/Trap during their opponent's turn, you can activate one of these effects as a Quick Effect:• Target 1 Monster you control, Equip this card to that Monster (From your Hand OR, by paying 2400, from your GY).• Special Summon this Equip card and if you do, Equip as many Union cards you control to it as possible.• Discard this card and pay 2400 LP; Add 1 "Fulmiknight" card from your Deck to your Hand of the same card kind (Monster/Spell/Trap) as a face-up card on the field.While equipped to a Monster, it gains 2400 ATK. While you control only 1 Monster while this card is face-up, If your opponent would take battle damage: Gain LP by that amount instead, and if you do, it can attack a second time in a row.ATK/2400 DEF/0

Fulmiknight Crown Marshall Damocles[Machine/Fusion/Union/Effect]1 "Fulmiknight Commander - Gladius" + 2 "Fulmiknight" Union cards.If this card is Fusion Summoned: You can target a number of Monsters in either's GY, whose combined ATK/DEF is equal to or lower than the amount of LP you paid this turn; Equip them to this card. You can select and activate one of the following effects, you can only use one of the following effects of "Fulmiknight Crown Marshall Damocles" per turn and only once that turn:• Target 1 "Fulmiknight" Monster you control: Equip this card from your GY to it.• Special Summon this Equip card.While you control only 1 Monster while this card is face-up, its original ATK and DEF becomes the amount of LP you paid this turn, also During the Battle Phase, your opponent cannot activate cards or effects. ATK/0 DEF/0

Fulmiknight Siege[Spell Card ] Once per turn: You can pay 2000 LP; Add 1 "Fulmiknight" card from your Deck to your Hand. Apply the following effects depending on the difference in LP among both players.• 1000+: When a "Fulmiknight" card or effect activates, opponent cards cannot be activated.• 2000+: You never take damage if the amount is less than or equal than the amount of LP you paid this turn.• 3000+: Each time an Union Monster(s) is sent to the GY, gain LP equal to the ATK and DEF of that Monster(s)• 4000+: Your "Fulmiknight" Spell/Traps cannot be targeted by card effects.• 5000+: Double the amount of LP you gain.

Fulmiknight Lifeforce[ Spell card ] Apply the following effects depending of the amount of LP you have paid this turn:• 500+: You can Normal Summon Monsters without Tribute if their ATK is equal to or lower than the amount paid.• 1000+: Gain 1000 LP each time you pay LP.• 2000+: The Summons, Effects and Activations of your cards cannot be negated.• 3000+: You can pay 5000 LP; Perform your Battle Phase twice this turn.

Fulmiknight Essence[ Spell Card ] Discard up to 2 LIGHT Monsters (1 with 0 ATK and 1 with 0 DEF); Gain LP equal to the combined ATK of those Monsters, and if you do Draw 1 card for each of those +1.

Fulmiknight Resolution[ Trap Card ] Pay LP in multiples of 1000 (Max 3000); You take no damage this turn if the amount is less than the total amount of LP you paid this turn, IF you control only 1 Monster, and that Monster is equipped with an Equip card, you can activate this card from your Hand. If this card is in the GY, except the turn it was sent there: If you paid LP to acivate a card or effect this turn, you can Banish this card; your LP become the total amount of LP you paid this turn, you can only use this effect of "Fulmiknight Resolution" once per turn.

Fulmiknight Devotion[ Trap Card ] You must control 1 or less Monsters to activate and resolve the following effects. If you have paid 3000 or more LP this turn, you can activate this card the turn it is set, you can only activate 1 effect of "Fulmiknight Devotion" per chain.• Each time a Monster(s) with 0 ATK or DEF is sent to the GY, Gain LP equal to the ATK or DEF (whichever higher) of that Monster(s).• If you control no Monsters: You can Special Summon 1 "Fulmiknight Commander - Gladius" from your Hand or GY.• You can discard 1 Union Monster; Gain LP equal to its combined ATK and DEF.• Once per turn, when a card or effect activates: You can send 1 Union card you control to the GY; Negate the activation.

Fulmiknight Decisive Strike[ Trap Card ] If you control only 1 Monster: Target it; Equip to it 2 Union Monsters from your Hand, Deck or GY whose combined ATK and DEF makes a total of 5000, and if you do, gain 5000 LP, then lose 15000 LP during your next End Phase. you can activate this card from your Hand if during this duel, a player performed a Tribute, Ritual, Fusion, Synchro, Xyz, Pendulum or Link Summon of a "Marshall" Monster.

Update log:29.04.2018• Heavily restructured the Union Monster lineup, starting from making all Monsters Union, as well as giving them utility effects beyond equipping.• Gave the deck a much more concentrated focus on the LP reliant aspect, as well as the solo monster nuance• Made Gladius into the main Fusion play• All Spell/Traps were retooled into being much more effective, that is, provided you have enough to pay.• Siege became a much more prominent and important piece of the deck, making it the pivotal force of the deck• The rest of the Spell/Traps offer more singular use but are perfectly niched or not urgent enough.